varying vec4 diffuse,ambient,diffuseColor;
varying vec3 normal,lightDir,halfVector;

varying vec4 vertColor;
void main()
{
	/* first transform the normal into eye space and
	normalize the result */
	normal = normalize(gl_NormalMatrix * gl_Normal);
	
	
	/* now normalize the light's direction. Note that
	according to the OpenGL specification, the light
	is stored in eye space. Also since we're talking about
	a directional light, the position field is actually direction */

	lightDir = normalize(vec3(1.0, 0.25, 0.0));//normalize(vec3(gl_LightSource[0].position));
	
	
	/* Normalize the halfVector to pass it to the fragment shader */

	halfVector = normalize(gl_LightSource[0].halfVector.xyz);
	
	
	/* Compute the diffuse, ambient and globalAmbient terms */

	diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
	ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
	ambient += gl_LightModel.ambient * gl_FrontMaterial.ambient;
	
    diffuseColor = gl_Color * diffuse;
    
	gl_TexCoord[0] = gl_MultiTexCoord0;
	
    gl_Position = ftransform();
}